refactored texturelink, loadFrom(), mesh color
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@@ -83,7 +83,7 @@ void VifSender::calcMatrix(const RenderData &t_renderData, const Vector3 &t_posi
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modelViewProj = *t_renderData.projection * modelViewProj;
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}
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void VifSender::drawMesh(RenderData *t_renderData, Matrix t_perspective, u32 vertCount2, VECTOR *vertices, VECTOR *normals, VECTOR *coordinates, Mesh &t_mesh, LightBulb *t_bulbs, u16 t_bulbsCount, texbuffer_t *textureBuffer)
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void VifSender::drawMesh(RenderData *t_renderData, Matrix t_perspective, u32 vertCount2, VECTOR *vertices, VECTOR *normals, VECTOR *coordinates, Mesh &t_mesh, LightBulb *t_bulbs, u16 t_bulbsCount, texbuffer_t *textureBuffer, color_t *t_color)
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{
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// we have to split 3D object into small parts, because of small memory of VU1
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@@ -97,7 +97,7 @@ void VifSender::drawMesh(RenderData *t_renderData, Matrix t_perspective, u32 ver
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i -= 3;
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const u32 endI = i + (VU1_PACKAGE_VERTS_PER_BUFF - 1) > vertCount2 ? vertCount2 : i + (VU1_PACKAGE_VERTS_PER_BUFF - 1);
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drawVertices(t_mesh, i, endI, vertices, coordinates, t_renderData->prim, textureBuffer, isDrawWaitEnabled ? endI == vertCount2 : false);
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drawVertices(t_mesh, i, endI, vertices, coordinates, t_renderData->prim, textureBuffer, isDrawWaitEnabled ? endI == vertCount2 : false, t_color);
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if (endI == vertCount2) // if there are no more vertices to draw, break
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{
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i = vertCount2;
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@@ -130,7 +130,7 @@ void VifSender::setDoubleBufferAddStaticData()
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}
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/** Draw using PATH1 */
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void VifSender::drawVertices(Mesh &t_mesh, u32 t_start, u32 t_end, VECTOR *t_vertices, VECTOR *t_coordinates, prim_t *t_prim, texbuffer_t *t_texBuff, u8 t_addDrawWait)
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void VifSender::drawVertices(Mesh &t_mesh, u32 t_start, u32 t_end, VECTOR *t_vertices, VECTOR *t_coordinates, prim_t *t_prim, texbuffer_t *t_texBuff, u8 t_addDrawWait, color_t *t_color)
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{
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const u32 vertCount = t_end - t_start;
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lastVertCount = vertCount;
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@@ -143,10 +143,10 @@ void VifSender::drawVertices(Mesh &t_mesh, u32 t_start, u32 t_end, VECTOR *t_ver
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packet2_utils_gs_add_lod(currPacket, &t_mesh.lod);
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packet2_utils_gs_add_texbuff_clut(currPacket, t_texBuff, &t_mesh.clut);
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packet2_utils_gs_add_prim_giftag(currPacket, t_prim, vertCount, DRAW_STQ2_REGLIST, 3, 0);
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packet2_add_u32(currPacket, t_mesh.color.r);
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packet2_add_u32(currPacket, t_mesh.color.g);
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packet2_add_u32(currPacket, t_mesh.color.b);
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packet2_add_u32(currPacket, t_mesh.color.a);
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packet2_add_u32(currPacket, t_color->r);
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packet2_add_u32(currPacket, t_color->g);
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packet2_add_u32(currPacket, t_color->b);
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packet2_add_u32(currPacket, t_color->a);
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u32 vif_added_bytes = packet2_utils_vu_close_unpack(currPacket);
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packet2_utils_vu_add_unpack_data(currPacket, vif_added_bytes, t_vertices + t_start, vertCount, true);
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vif_added_bytes += vertCount;
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@@ -183,10 +183,10 @@ void VifSender::drawTheSameWithOtherMatrices(const RenderData &t_renderData, Mes
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packet2_utils_vu_close_unpack(currMPacket);
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packet2_utils_vu_open_unpack(currMPacket, VU1_RGBA_ADDRESS, true);
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{
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packet2_add_u32(currMPacket, t_meshes[i]->color.r);
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packet2_add_u32(currMPacket, t_meshes[i]->color.g);
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packet2_add_u32(currMPacket, t_meshes[i]->color.b);
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packet2_add_u32(currMPacket, t_meshes[i]->color.a);
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packet2_add_u32(currMPacket, t_meshes[i]->getMaterial(0).color.r);
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packet2_add_u32(currMPacket, t_meshes[i]->getMaterial(0).color.g);
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packet2_add_u32(currMPacket, t_meshes[i]->getMaterial(0).color.b);
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packet2_add_u32(currMPacket, t_meshes[i]->getMaterial(0).color.a);
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}
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packet2_utils_vu_close_unpack(currMPacket);
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